I'll answer comments when I have time. Any comments related to user-induced issues or questions related to such issues will be diverged to YARW's troubleshooting guide or ignored entirely.
Please remember that if u think there's a bug, write a BUG REPORT, and not a comment. Otherwise, it's likely to get drowned out by other non-bug/issue related comments.
Also, do not report any issues with relation of YARW + YAWE as YAWE does plan to become more independent from YAW or YARW. This will fix the issues some of y'all are having. No ETA when that will happen, but this will work out the best for both mods
5.3.1 has a fairly bad known issue which prevents certain lasers from firing. Issue once again stems from the editor deleting/desyncing TAGs. Will get a fix out ASAP. The Yet Another MW5 Discord has a temporary solution test build up ATM.
Technically this shouldn't be possible, but I got something better if the solution works. So far so good, but I made a new mechanic that prevents specific weapons from refitting. Self-Destruct bombs have been added to this list.
Hey there! Love many things about this mod!, weapons feel cool and I appreciate your attempt at keeping all weapons useful.
However, what is your reasoning behind the Bastard weapons? They make 0 sense as a player or lance mate weapon. A weapon that weights several tons but can only shoot 10- 20 times in a mission? I consider about 100 shots the minimum for a non-game-changer weapon that fires slowly-ish, like every couple of seconds. But they also aren't often randomly equipped to enemies, at least I hadn't noticed. What's the idea?
hello i found a issues with the LRM-15MP the minimum range on all ammo other then hot load (for obvious reasons) is set to 1800m im guessing its a typo
I am unable to find the stats for the coil lasers other than the in game ones... is 200 kph 200% dmg and 100% heat? Quality doe not to seem to affect that, perhaps thats one balance point in they seem to want to shut down a mech if moving fast and a lot of them
Don't worry, they are getting overhauled next update. Didn't have time to playtest them much since they were fairly last minute to implement. But they will focus less on trying to be as close to HBS-Battletech since MW5 is not turned based.
IDK if this was in the original YAW/YAWC, but what was the reasoning for increasing chem lasers heat generation? Shouldn't chem laser be an alternative for normal laser if you're having problem with heat gen? Sacrificing battle duration by risking running out of ammo than managing heat, or the other side, if you're sure the battle won't take long? Atleast that's what my understanding of the vanilla stats.
The current setup of chem lasers heat generation is only slightly lower than normal lasers, but now you need ammo AND heat sink for it? it doesn't make any sense to bring chem lasers. Or is there something I'm missing something here?
They deal +25% more damage vs standard lasers and are proportionally much more heat efficient because of this. Slower rate of fire also lowers the heat output.
If u want chem lasers with much lower heat output, use Clan Chem Lasers. They are the only canonical chem lasers from Tabletop anyways and as such replicate TT stats a lot closer (This was very deliberate so that the IS and Clan versions aren't the same).
I've been able to run a Marauder with 8 Large Chem Lasers and only 5 tons of ammo as an incredibly effective and long-lasting build. Ammo is super-efficient with chem lasers (630 damage per ton with a T1 weapon vs most weapons 400-480 damage per ton).
Right, after seeing the ingame stats, i can see that the HPS is a lot more manageable. The caveat is that this only have a significant effect for laser boat.
I got a RFL-3N with 6 ML having delta heat (heat/s - cooling/s) of 2.04/s, refitted with 6 MCL + a double ammo i got that down to 1.41/s (maybe 1.61/s if i need another double ammo).
The +25% damage gets offset by the cooldown tho... Sure, the alpha damage is higher. But it still has the same DPS as an ML (from the ingame tooltip).
What do you say the ratio for the ammo should be? atleast 1 ton of ammo for every 2 chem laser? and, maybe for a more broader application, when do you think it's better to use chem laser other than a laser boat? since they still generate some heat, using just 1 or 2 chem laser doesn't seem effective due to needing heat sink and ammo
P.S: You might want to update the spreadsheet and maybe the steam guide due to the recent changes.
IDK if this was in the original YAW/YAWC, but what was the reasoning for increasing chem lasers heat generation? Shouldn't chem laser be an alternative for normal laser if you're having problem with heat gen? Sacrificing battle duration by risking running out of ammo than managing heat, or the other side, if you're sure the battle won't take long? Atleast that's what my understanding of the vanilla stats.
The current setup of chem lasers heat generation is only slightly lower than normal lasers, but now you need ammo AND heat sink for it? it doesn't make any sense to bring chem lasers. Or is there something I'm missing something here?
Goofy ahh nexus duplicating posts. How do i delete?
Tried using this with the save editor. Updating mod cache caused the editor to use up 97% of my computer's RAM and hang. I have 32GB of memory so that's...a lot.
Not saying anything is wrong with this mod, just be aware you can't use the save editor while using it. Personally the save editor is more important to me. Shame, really, because I was looking forward to this.
Or... just don't use a broken mess that is the save editor, since that hasn't worked properly since DLC-1. 100% serious, no one should be using the save editor anymore regardless of what mods are used or not used.
If you want to add/cheat items into your game, just use the F10 YAML menu.
You can, but any cheat mods are semi-incompatible at the very least and will never be recommended. Even though the base Zatara mod shifted into non-canon mech variants, it includes a lot of balance breaking super-heavies and other Bonker mech variants that trivialize the game.
Play the game as you please though, using cheat mods is not inherently wrong in any way.
403 comments
Please remember that if u think there's a bug, write a BUG REPORT, and not a comment. Otherwise, it's likely to get drowned out by other non-bug/issue related comments.
Also, do not report any issues with relation of YARW + YAWE as YAWE does plan to become more independent from YAW or YARW. This will fix the issues some of y'all are having. No ETA when that will happen, but this will work out the best for both mods
If you are having issues with YARW then please use the guide linked below. Especially if the game displays that your mod-list is broken!
[MechWarrior 5: Mercenaries Nexus - Mods and community]
However, what is your reasoning behind the Bastard weapons? They make 0 sense as a player or lance mate weapon. A weapon that weights several tons but can only shoot 10- 20 times in a mission? I consider about 100 shots the minimum for a non-game-changer weapon that fires slowly-ish, like every couple of seconds. But they also aren't often randomly equipped to enemies, at least I hadn't noticed. What's the idea?
is 200 kph 200% dmg and 100% heat? Quality doe not to seem to affect that, perhaps thats one balance point in they seem to want to shut down a mech if moving fast and a lot of them
The current setup of chem lasers heat generation is only slightly lower than normal lasers, but now you need ammo AND heat sink for it? it doesn't make any sense to bring chem lasers. Or is there something I'm missing something here?
If u want chem lasers with much lower heat output, use Clan Chem Lasers. They are the only canonical chem lasers from Tabletop anyways and as such replicate TT stats a lot closer (This was very deliberate so that the IS and Clan versions aren't the same).
I've been able to run a Marauder with 8 Large Chem Lasers and only 5 tons of ammo as an incredibly effective and long-lasting build. Ammo is super-efficient with chem lasers (630 damage per ton with a T1 weapon vs most weapons 400-480 damage per ton).
I got a RFL-3N with 6 ML having delta heat (heat/s - cooling/s) of 2.04/s, refitted with 6 MCL + a double ammo i got that down to 1.41/s (maybe 1.61/s if i need another double ammo).
The +25% damage gets offset by the cooldown tho... Sure, the alpha damage is higher. But it still has the same DPS as an ML (from the ingame tooltip).
What do you say the ratio for the ammo should be? atleast 1 ton of ammo for every 2 chem laser? and, maybe for a more broader application, when do you think it's better to use chem laser other than a laser boat? since they still generate some heat, using just 1 or 2 chem laser doesn't seem effective due to needing heat sink and ammo
P.S: You might want to update the spreadsheet and maybe the steam guide due to the recent changes.
IDK if this was in the original YAW/YAWC, but what was the reasoning for increasing chem lasers heat generation? Shouldn't chem laser be an alternative for normal laser if you're having problem with heat gen? Sacrificing battle duration by risking running out of ammo than managing heat, or the other side, if you're sure the battle won't take long? Atleast that's what my understanding of the vanilla stats.
The current setup of chem lasers heat generation is only slightly lower than normal lasers, but now you need ammo AND heat sink for it? it doesn't make any sense to bring chem lasers. Or is there something I'm missing something here?
Goofy ahh nexus duplicating posts. How do i delete?
Not saying anything is wrong with this mod, just be aware you can't use the save editor while using it. Personally the save editor is more important to me. Shame, really, because I was looking forward to this.
If you want to add/cheat items into your game, just use the F10 YAML menu.
Play the game as you please though, using cheat mods is not inherently wrong in any way.